New Renderer (OpenGL 3.3)
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Thanks! I also am more than happy with the look. Now it mostly depends on the models and textures.
You can try the out the renderer yourself now! We are currently running a public beta test of our mod with the new renderer. The screens you see in the news post have some tweaked material settings and I also found some bugs during our initial testing which are fixed now.
@Traversal: The backgrounds are currently from âFreelancer: HD Editionâ mod. What do you mean with âWill it require vanilla or also work in HD?â?
Here is a video from one member of our server team: https://www.youtube.com/watch?v=3H1NDFXbw8w
Some new screenshots with current version:
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@Schmackbolzen - Very well done it has a good feel and I wish you luck on the upcoming mod. I also downloaded and testing it again very nice.
Here is my question to you what files do I need to get this working in mine? Please PM me for the information. -
Thanks! Give me some time to get the tools I wrote in shape so that I can upload the source code and binary files. Also I will explain to everyone how to use the new renderer in your mod. The latter will be some effort, though.
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I wanted to give you guys a quick update after my last post. I still am working on the renderer and have fixed many bugs (mostly visible rendering issues) since the public beta release. Also there has been a lot of optimization work and I am currently working on some more optimizations for the shadow calculation/rendering. After that the list of remaining bugs is very small (and are minor ones). It should be out of beta once the last ones are fixed. Then I hopefully can start working on releasing the tools so that everyone can use it.
One recent change is the improvement of the light scattering. Now it knows where the suns are and only is enabled for them (before that it only used the first light source (not sun!) in the system). Also you now can have up to 8 suns with light scattering in one scene (the maximum limit actually is currently arbitrary set from me). You can reduce the maximum number in the settings window of the renderer (e.g. if you have a slower graphics card).
If no sun is visible light scattering is disabled now (before it was always on when in an asteroid field or nebula).Example screenshot of 3 suns with light scattering:
One bug that has given me trouble for a very long time is some weird memory behaviour. After some time the renderer just could not reserve any more memory resulting in missing textures and crash of Freelancer shortly after. On some PCs this even was after 15 minutes when switching between many systems (I finally was able to reproduce it after switching nonstop systems for about 45 minutes on my PC). For the technically inclined: Address Sanitizer using VS2022 (https://learn.microsoft.com/de-de/cpp/sanitizers/asan?view=msvc-170 and Visual Leak Detector using VS2017) do not find anything. Also lets just say I usually know how to avoid and also find memory leaks.
My current (also not so good solution) is to enable the Large Adress Aware flag for the Freelancer.exe. After I have had the registry setting âMEM_TOP_DOWNâ on for some weeks I can at least confirm that Freelancer has no problem with the flag (while the registry setting funnily broke some windows 7 control panel applications, meaning they are not large address aware). For now that solved it for our players (unless you play for lots of hours).
I suspect memory fragmentaion going on here, but that remains to be seen. I will come back to this later and it also might have disappeared by then due to my optimization work and code cleanup process.
I was planning for some time now to post some sort of FAQ thread where I explain what the renderer can do and what you need to do to convert your mod, but (as always) I did not have the time to do that, yet.